AddCSLuaFile()

DEFINE_BASECLASS( "player_default" )

local PLAYER = {}

PLAYER.DisplayName			= "Default Class"

PLAYER.WalkSpeed 			= 200		-- How fast to move when not running
PLAYER.RunSpeed				= 400		-- How fast to move when running
PLAYER.CrouchedWalkSpeed 	= 0.2		-- Multiply move speed by this when crouching
PLAYER.DuckSpeed			= 0.3		-- How fast to go from not ducking, to ducking
PLAYER.UnDuckSpeed			= 0.3		-- How fast to go from ducking, to not ducking
PLAYER.JumpPower			= 200		-- How powerful our jump should be
PLAYER.CanUseFlashlight     = false	-- Can we use the flashlight
PLAYER.StartHealth			= 100		-- How much health we start with
PLAYER.StartArmor			= 0			-- How much armour we start with
PLAYER.DropWeaponOnDie		= false		-- Do we drop our weapon when we die
PLAYER.TeammateNoCollide 	= false		-- Do we collide with teammates or run straight through them
PLAYER.AvoidPlayers			= false		-- Automatically swerves around other players

PLAYER.Spells = {
	10,
	10,
	10,
	10,
	10,
	10,
	10
}

PLAYER.ResourceAmount = 0
PLAYER.ResourceMax = 0
PLAYER.RegenTime = 0
PLAYER.RegenAmount = 0
PLAYER.ResourceColor = Color(25, 25, 25, 255)

function PLAYER:Loadout()

	self.Player:RemoveAllAmmo()
	self.Player:Give( "weapon_all" )
	
end
	
function PLAYER:Spawn()
	if(self.MainHand != nil and self.MainHand:IsValid())then
		self.MainHand:Remove()
		self.MainHand = nil
	end
	if(self.OffHand != nil and self.OffHand:IsValid())then
		self.OffHand:Remove()
		self.OffHand = nil
	end
	local col = team.GetColor(self.Player:Team())
	self.Player:SetPlayerColor( Vector(	col.r/255, col.g/255, col.b/255 ) )
	self.Player:SetWeaponColor( Vector( col.r/255, col.g/255, col.b/255 ) )
end

function PLAYER:RetrieveClassSpells()
	self.Player.tempSpells = self.Spells
end

player_manager.RegisterClass( "class_default", PLAYER, "player_default" )